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Editing v0.31 Talk:Bentgirder
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− | + | The forum thread is here: http://www.bay12forums.com/smf/index.php?topic=58513.0 | |
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== To Do == | == To Do == | ||
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While it would diminish the Fun and be a bit redundant of other articles, the intention of a tutorial is to introduce players to the basic mechanics and oddities of a system, and I could see how someone following this guide would get frustrated over stuck dwarves or accidentally removing a supporting wall (if they assume there are failsafes in the AI). I'd be happy to flesh this section out, provided others thought it a good idea (perhaps give an example mini-project akin to the earlier sections of the walkthrough). --[[User:Barrow|Barrow]] 17:13, 4 August 2010 (UTC) | While it would diminish the Fun and be a bit redundant of other articles, the intention of a tutorial is to introduce players to the basic mechanics and oddities of a system, and I could see how someone following this guide would get frustrated over stuck dwarves or accidentally removing a supporting wall (if they assume there are failsafes in the AI). I'd be happy to flesh this section out, provided others thought it a good idea (perhaps give an example mini-project akin to the earlier sections of the walkthrough). --[[User:Barrow|Barrow]] 17:13, 4 August 2010 (UTC) | ||
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== The Big Split == | == The Big Split == | ||
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:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC) | :I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC) | ||
− | :: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm | + | :: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm goning to write my comments on the Bentgrider page itself, so I dont have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC) |
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* The site freezes in winter. | * The site freezes in winter. | ||
* Kubuk should have had [[Leader]] skill as well as [[Teacher]] | * Kubuk should have had [[Leader]] skill as well as [[Teacher]] | ||
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== From "Meet Morul" == | == From "Meet Morul" == | ||
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==Mugs are not the most efficient== | ==Mugs are not the most efficient== | ||
− | I disagree strongly that mugs are the most efficient | + | I disagree strongly that mugs are the most efficient stonecraft product. Even though they make three, the sum of the three mugs is equal to a produced craft, toy, or instrument. Please check this, I am relying on 40d experience here. (They might be slightly different due to three quality modifiers vs a single one, but that doesn't matter once everything is masterful) So, on the value created front they are equal. However, now you have ''three'' tasks of things to haul to the stockpile, making them considerably worse/more of a pain then the others. |
In armor, a single bar of metal can produce many types of armor. There is substantial difference between the selling price of a pair of leggings (or greaves) which are the most valuable to those of a cap (lower on the scale). This is for 31.10, so I haven't checked for the most recent update. Basic take home message is if you want to set up an industry, you need to look at all the factors. | In armor, a single bar of metal can produce many types of armor. There is substantial difference between the selling price of a pair of leggings (or greaves) which are the most valuable to those of a cap (lower on the scale). This is for 31.10, so I haven't checked for the most recent update. Basic take home message is if you want to set up an industry, you need to look at all the factors. | ||
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I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC) | I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC) | ||
:My experience is similar to your experience - 7 the first wave, ~14 or so the second. I have my pop-cap set at 10, so I don't usually get anymore after that. I don't think wealth plays a role, as I had enough to buy out the entire first caravan (roasts!). | :My experience is similar to your experience - 7 the first wave, ~14 or so the second. I have my pop-cap set at 10, so I don't usually get anymore after that. I don't think wealth plays a role, as I had enough to buy out the entire first caravan (roasts!). | ||
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:I don't know about population growth in general, though. I would have said the opposite. I played a fortress (in 2010) where every winter (as long as I had food) I'd let the dwarfs do nothing. Man they got busy. Kids. Lots of kids. I quit when the FPS got to be terrible. | :I don't know about population growth in general, though. I would have said the opposite. I played a fortress (in 2010) where every winter (as long as I had food) I'd let the dwarfs do nothing. Man they got busy. Kids. Lots of kids. I quit when the FPS got to be terrible. | ||
:I still see pathing issues. Like when a dwarf comes into the area, they'll take 7-8 steps in one direction and then change to another. Maybe my fortress design is tricky to path through? The entrance to my fortress isn't complex, though, so who knows!--[[User:Kwieland|Kwieland]] 19:03, 28 July 2010 (UTC) | :I still see pathing issues. Like when a dwarf comes into the area, they'll take 7-8 steps in one direction and then change to another. Maybe my fortress design is tricky to path through? The entrance to my fortress isn't complex, though, so who knows!--[[User:Kwieland|Kwieland]] 19:03, 28 July 2010 (UTC) | ||
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